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Author Topic: [1.0] A RimWorld of Magic  (Read 546996 times)

Elgate

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Re: [1.0] A RimWorld of Magic
« Reply #1365 on: November 12, 2019, 04:05:13 PM »

About balance, it seems mages get experience, both passive and active, much faster than physical pawns. It's not uncommon to have a colony with several mages all capped, and your highest level fighter is around 10.

Until recently, I had the exact opposite. Mages get so much less mana than fighters get energy, you can actually use energy quite often. Since I couldn't wait, I spent some time training my warrior by lowering the energy cost as much as possible and spamming abilities. I got my 1st ranger to level 50 in a few days.


To avoid creating a post, I have a question: Is there another combat class that can be good at ranged combat than ranger and sniper? I got a good ranged physically gifted pawn, and I'm trying to avoid duplicates.
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Canute

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Re: [1.0] A RimWorld of Magic
« Reply #1366 on: November 13, 2019, 02:53:03 AM »

So far i remember Ranger and Sniper are the only pure range fighter.
Basicly you should try out all classes so you know their strenght and weakness in case you encounter them as hostiles.
Special Gladiator's i like to have. They can pull pawn's to him and with higher skill they got a legsweep which allow you to capture them or this reset their mental state.
Not to speak about their whirlwind attack, together with a thrumbo axe it can cut through a concentration of enemies.

RoughBeastie

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Re: [1.0] A RimWorld of Magic
« Reply #1367 on: November 16, 2019, 04:50:53 AM »

Hi People, massive fan of this mod. Would love some help though. Enchanter doesn't seem to be able to use Enchant Weapon ability. Mana cost is spent, ability goes into cooldown, but the weapon appears unaffected. I was expecting to see something like the enchanted sub-line you get with magic apparel. I'm running very light on mods, and none to do with combat. Have tried with different targets, different weapons, target drafted/not drafted. Stumped.
Someone please point out my obvious mistake?
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henk

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Re: [1.0] A RimWorld of Magic
« Reply #1368 on: November 19, 2019, 12:13:48 PM »

Follow up idea to the modern military classes :
Medic
+0.20 movement speed
-8 mental break threshold
+25% medical operation speed
+15% medical surgery success chance
+10% medical tend quality
+20% medical tend speed
+25% melee critical chance
+20% immunity gain speed
Medic -> Corpsman -> Medical Officer -> Surgeon

A military medical specialist, skilled at patching injured soldiers and treating all kinds of health problems.

Field kit
Deploy a field medic kit on the ground, giving a treatment bonus to all surrounding medical beds. Does not stack with Vital monitors.
- Comprehensive kit : Increases the medical bonus of the field kit
- Practiced motions : Decreases the stamina cost and deploy time of the field kit
- Antibiotics : Decreases the odds that treated injuries will get infected

Patching up
Patches an injury on target pawn without needing them to lay in a bed
- Prioritizing : Increases the number of injuries that get bandaged
- Experienced medic : Decreases the stamina cost and cast time
- Improved bandages : Increases the treatment quality

Triage
Gives all pawns in targeted area a temporary bonus to medical skills
- Shouting voice : Increases the area of triage's bonus and buff duration
- Trusted medic : Decreases the stamina cost and cast time
- Do as I say! : Increases the medical skill bonus

Basic training (learned ability)
Increases the medic's shooting and melee abilities.

I've seen worse (learned ability)
When bandaging a bleeding destroyed limb, gives a chance to save the limb, restoring it to 1 HP, but adding a penalty that decreases the limb's heal rate until completely healed.
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Canute

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Re: [1.0] A RimWorld of Magic
« Reply #1369 on: November 19, 2019, 12:36:22 PM »

Maybe that's something for Chicken plucker's military packs, but IMO nothing for magic ! :-)

CYFire

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Re: [1.0] A RimWorld of Magic
« Reply #1370 on: November 22, 2019, 12:53:07 AM »

...

About balance, it seems mages get experience, both passive and active, much faster than physical pawns. It's not uncommon to have a colony with several mages all capped, and your highest level fighter is around 10.

After testing the best ways to train your magical and physical pawns, I figured out something: Sustained spells - e.g. Power Node (m), Mage Light (m), Sprint (f) and Strong Back (f) - give you experience the moment they are cast. You gain Exp for activating and for deactivating, but nothing in between.
So for training it would be best to manually toggle them as often as you can.

This explains the big difference in growth. For mages, there are lots of utility spells they can use outside of combat, PLUS the use of Enchantment stones and whatnot.
Fighter classes have nearly nothing  they can use outside of combat, except for some of theses sustainable spells.
And even trying to manually train them is limited to AoE spells. You can make your mages throw Smoke Screens and Fogs of Torment on the ground to train them, but skills like Animal Bond, Grappling Hook etc. need a valid target to be cast.

I guess in a scenario of constant raid - like the Wave Defender Mod - your physical pawns probaply would at least keep up with your mages or maybe even grow faster since you don't need to micromanage their autocasts for fear of mana sickness.

One big exception of slow growing fighter - and a corner stone of my hypothesis - is the Bladedancer. The skill Phase Strike is the only skill I've played with so far, that is a not sustainable utility spell for fighting classes. It is the fighter form of Blink and gives a regularly Exp gain, PLUS no fear of mana sickness.

Current Save started with 1 Bladedancer, 1 Druid and 1 Summoner, on Randy Medium.
Druid's growth is connected to amount of injuries and illnesses in your colony.
Summoner's growth is quite high but needs a lot of micromanagement for skill point spending and minmaxing your mana pool.
Bladedancer's growth is like cancer. Can't even keep up with spending the skill points. She is now maxed out at lvl 100sth, no more points to give.
My summoner is at lvl... 40, I guess? q.e.d.
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CYFire

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Re: [1.0] A RimWorld of Magic
« Reply #1371 on: November 22, 2019, 12:58:37 AM »

Hi People, massive fan of this mod. Would love some help though. Enchanter doesn't seem to be able to use Enchant Weapon ability. Mana cost is spent, ability goes into cooldown, but the weapon appears unaffected. I was expecting to see something like the enchanted sub-line you get with magic apparel. I'm running very light on mods, and none to do with combat. Have tried with different targets, different weapons, target drafted/not drafted. Stumped.
Someone please point out my obvious mistake?

Don't look at the weapon, but your pawn's heddiffs (the buffs and debuffs in health menu), there you should find it.
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Canute

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Re: [1.0] A RimWorld of Magic
« Reply #1372 on: November 22, 2019, 03:08:10 AM »

Quote
Fighter classes have nearly nothing  they can use outside of combat, except for some of theses sustainable spells.
Maybe you need a bit more fantasy ?
Even fighter can you many of their combat abilities outside of the combat.
Gladiator can draw even friendlies and own pawn's or whirlewind to just a location.
Ranger can shoot wall's or lay new traps.

And don't forget the mentoring system.

ForeverZer0

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Re: [1.0] A RimWorld of Magic
« Reply #1373 on: November 22, 2019, 08:43:17 AM »

As for fighter classes not gaining outside combat, the sniper class is an exception if you use them as your hunter. In fact, a sniper with headshot and disabling shot enabled for auto-cast will out-gain mage classes in biomes with abundant wildlife.

All that said, I do wish there were more useful "generic" skills that all fighter classes could learn. Mages can all learn a wide array of extremely useful skills that are shared among classes, but the fighter classes have few equivalents that are as useful. Gear Repair and Sprint are quite useful, but maybe just don't get the same credit because they are passive.
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Canute

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Re: [1.0] A RimWorld of Magic
« Reply #1374 on: November 22, 2019, 08:50:44 AM »

Yep, like you notice self passive skills only give XP at the activation not while they run.
Don't forget all geting XP when their stamina/mana is full. At a slow rate but they get some.

And since fighter stamina comes back much faster then mage mana, personaly when i manualy use their skills, like that the ranger use the skill against a wall, i can let them level up them pretty fast.
But yes they don't do that automatical, you need to do it manualy.

LeatherCat

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Re: [1.0] A RimWorld of Magic
« Reply #1375 on: December 09, 2019, 01:57:03 PM »

Insane mod! I am learning a lot of new things from it.
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LeatherCat

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Re: [1.0] A RimWorld of Magic
« Reply #1376 on: December 09, 2019, 03:31:40 PM »

I am trying to "fork" this mod but getting NullPointer when click on pawn with CompAbilityUserMagic component.
Please, is the following initialization correct for CompAbilityUserMagic? Actually didn't find how it is initialized in original.

Code: [Select]
// add CompAbilityUserMagic component to pawn entity:
ThingWithComps entity = pawn;
ThingComp thingComp = new CompAbilityUserMagic();
thingComp.parent = entity;
CompProperties compProps = new CompProperties(thingComp.GetType());
thingComp.Initialize(compProps);



// component was added:
var compAbilityUserMagic = pawn.TryGetComp<CompAbilityUserMagic>();
Log.Message("add ability");
compAbilityUserMagic.AddPawnAbility(TorannMagicDefOf.TM_PsionicBlast);
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LeatherCat

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Re: [1.0] A RimWorld of Magic
« Reply #1377 on: December 13, 2019, 05:18:50 PM »

Please, is the following initialization correct for CompAbilityUserMagic? Actually didn't find how it is initialized in original.
All types of Ability User Comp are automatically added to pawns at init (AbilityUser dll).
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AngryBB

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Re: [1.0] A RimWorld of Magic
« Reply #1378 on: December 24, 2019, 02:05:26 AM »

Hello. Is there any way to make the mod multiplayer compatible? If yes are there any plans to do that?
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HQQ

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Re: [1.0] A RimWorld of Magic
« Reply #1379 on: January 13, 2020, 04:59:08 AM »

I want to make the ability Mimic of the Faceless class bypass shieldbelt in the xml files.
Can anyone tell me how do I do it?
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